Fix gamepad SDL_JOYDEVICEADDED and SDL_JOYDEVICEREMOVED event handling for PLATFORM_DESKTOP_SDL by adding joystick instance id tracking
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@ -82,6 +82,7 @@ typedef struct {
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SDL_GLContext glContext;
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SDL_GLContext glContext;
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SDL_GameController *gamepad[MAX_GAMEPADS];
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SDL_GameController *gamepad[MAX_GAMEPADS];
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SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
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SDL_Cursor *cursor;
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SDL_Cursor *cursor;
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bool cursorRelative;
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bool cursorRelative;
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} PlatformData;
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} PlatformData;
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@ -1658,11 +1659,12 @@ void PollInputEvents(void)
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// Check gamepad events
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// Check gamepad events
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case SDL_JOYDEVICEADDED:
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case SDL_JOYDEVICEADDED:
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{
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{
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int jid = event.jdevice.which;
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int jid = event.jdevice.which; // Joystick device index
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
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{
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{
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platform.gamepad[jid] = SDL_GameControllerOpen(jid);
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platform.gamepad[jid] = SDL_GameControllerOpen(jid);
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platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
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if (platform.gamepad[jid])
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if (platform.gamepad[jid])
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{
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{
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@ -1681,14 +1683,17 @@ void PollInputEvents(void)
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} break;
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} break;
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case SDL_JOYDEVICEREMOVED:
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case SDL_JOYDEVICEREMOVED:
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{
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{
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int jid = event.jdevice.which;
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int jid = event.jdevice.which; // Joystick instance id
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if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])))
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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{
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SDL_GameControllerClose(platform.gamepad[jid]);
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if (platform.gamepadId[i] == jid)
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platform.gamepad[jid] = SDL_GameControllerOpen(0);
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{
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CORE.Input.Gamepad.ready[jid] = false;
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SDL_GameControllerClose(platform.gamepad[i]);
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memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
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CORE.Input.Gamepad.ready[i] = false;
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memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH);
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platform.gamepadId[i] = -1;
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}
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}
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}
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} break;
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} break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONDOWN:
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@ -1967,9 +1972,15 @@ int InitPlatform(void)
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// Initialize input events system
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// Initialize input events system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Initialize gamepads
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// Initialize gamepads
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
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}
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for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
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for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
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{
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{
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platform.gamepad[i] = SDL_GameControllerOpen(i);
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platform.gamepad[i] = SDL_GameControllerOpen(i);
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platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
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if (platform.gamepad[i])
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if (platform.gamepad[i])
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{
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{
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